mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
The allows the players to use the same auto-purchase mechanics that the AI uses. The behavior is very bad, but it's no worse than what OPFOR deals with. There's a lot that needs to be improved before this is really a good choice for the player: * Option to adjust budget balance between front lines and airbases. * Disallow negative budgets (which incidentally will cause more aircraft to be purchased, since the armor purchases currently accidentally spend the aircraft budget). * Buy less randomly: https://github.com/Khopa/dcs_liberation/issues/361. * Obey parking limits. * Use the delivery events rather than instant delivery (also allows the player to cancel orders they don't want). Fixes https://github.com/Khopa/dcs_liberation/issues/362
476 lines
22 KiB
Python
476 lines
22 KiB
Python
import logging
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from typing import Callable
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from PySide2.QtCore import QSize, Qt, QItemSelectionModel, QPoint
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from PySide2.QtGui import QStandardItemModel, QStandardItem
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from PySide2.QtWidgets import (
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QLabel,
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QDialog,
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QGridLayout,
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QListView,
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QStackedLayout,
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QComboBox,
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QWidget,
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QAbstractItemView,
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QPushButton,
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QGroupBox,
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QCheckBox,
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QVBoxLayout,
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QSpinBox,
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)
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from dcs.forcedoptions import ForcedOptions
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import qt_ui.uiconstants as CONST
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from game.game import Game
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from game.infos.information import Information
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from qt_ui.widgets.QLabeledWidget import QLabeledWidget
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from qt_ui.widgets.spinsliders import TenthsSpinSlider
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from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
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from qt_ui.windows.finances.QFinancesMenu import QHorizontalSeparationLine
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from qt_ui.windows.settings.plugins import PluginOptionsPage, PluginsPage
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class CheatSettingsBox(QGroupBox):
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def __init__(self, game: Game, apply_settings: Callable[[], None]) -> None:
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super().__init__("Cheat Settings")
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self.main_layout = QVBoxLayout()
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self.setLayout(self.main_layout)
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self.red_ato_checkbox = QCheckBox()
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self.red_ato_checkbox.setChecked(game.settings.show_red_ato)
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self.red_ato_checkbox.toggled.connect(apply_settings)
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self.red_ato = QLabeledWidget("Show Red ATO:", self.red_ato_checkbox)
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self.main_layout.addLayout(self.red_ato)
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@property
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def show_red_ato(self) -> bool:
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return self.red_ato_checkbox.isChecked()
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class QSettingsWindow(QDialog):
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def __init__(self, game: Game):
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super(QSettingsWindow, self).__init__()
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self.game = game
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self.pluginsPage = None
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self.pluginsOptionsPage = None
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self.campaign_management_page = QWidget()
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self.setModal(True)
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self.setWindowTitle("Settings")
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self.setWindowIcon(CONST.ICONS["Settings"])
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self.setMinimumSize(600, 250)
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self.initUi()
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def initUi(self):
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self.layout = QGridLayout()
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self.categoryList = QListView()
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self.right_layout = QStackedLayout()
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self.categoryList.setMaximumWidth(175)
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self.categoryModel = QStandardItemModel(self.categoryList)
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self.categoryList.setIconSize(QSize(32, 32))
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self.initDifficultyLayout()
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difficulty = QStandardItem("Difficulty")
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difficulty.setIcon(CONST.ICONS["Missile"])
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difficulty.setEditable(False)
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difficulty.setSelectable(True)
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self.categoryModel.appendRow(difficulty)
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self.right_layout.addWidget(self.difficultyPage)
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self.init_campaign_management_layout()
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campaign_management = QStandardItem("Campaign Management")
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campaign_management.setIcon(CONST.ICONS["Money"])
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campaign_management.setEditable(False)
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campaign_management.setSelectable(True)
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self.categoryModel.appendRow(campaign_management)
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self.right_layout.addWidget(self.campaign_management_page)
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self.initGeneratorLayout()
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generator = QStandardItem("Mission Generator")
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generator.setIcon(CONST.ICONS["Generator"])
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generator.setEditable(False)
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generator.setSelectable(True)
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self.categoryModel.appendRow(generator)
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self.right_layout.addWidget(self.generatorPage)
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self.initCheatLayout()
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cheat = QStandardItem("Cheat Menu")
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cheat.setIcon(CONST.ICONS["Cheat"])
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cheat.setEditable(False)
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cheat.setSelectable(True)
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self.categoryModel.appendRow(cheat)
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self.right_layout.addWidget(self.cheatPage)
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self.pluginsPage = PluginsPage()
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plugins = QStandardItem("LUA Plugins")
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plugins.setIcon(CONST.ICONS["Plugins"])
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plugins.setEditable(False)
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plugins.setSelectable(True)
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self.categoryModel.appendRow(plugins)
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self.right_layout.addWidget(self.pluginsPage)
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self.pluginsOptionsPage = PluginOptionsPage()
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pluginsOptions = QStandardItem("LUA Plugins Options")
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pluginsOptions.setIcon(CONST.ICONS["PluginsOptions"])
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pluginsOptions.setEditable(False)
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pluginsOptions.setSelectable(True)
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self.categoryModel.appendRow(pluginsOptions)
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self.right_layout.addWidget(self.pluginsOptionsPage)
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self.categoryList.setSelectionBehavior(QAbstractItemView.SelectRows)
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self.categoryList.setModel(self.categoryModel)
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self.categoryList.selectionModel().setCurrentIndex(self.categoryList.indexAt(QPoint(1,1)), QItemSelectionModel.Select)
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self.categoryList.selectionModel().selectionChanged.connect(self.onSelectionChanged)
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self.layout.addWidget(self.categoryList, 0, 0, 1, 1)
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self.layout.addLayout(self.right_layout, 0, 1, 5, 1)
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self.setLayout(self.layout)
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def init(self):
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pass
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def initDifficultyLayout(self):
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self.difficultyPage = QWidget()
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self.difficultyLayout = QVBoxLayout()
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self.difficultyLayout.setAlignment(Qt.AlignTop)
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self.difficultyPage.setLayout(self.difficultyLayout)
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# DCS AI difficulty settings
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self.aiDifficultySettings = QGroupBox("AI Difficulty")
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self.aiDifficultyLayout = QGridLayout()
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self.playerCoalitionSkill = QComboBox()
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self.enemyCoalitionSkill = QComboBox()
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self.enemyAASkill = QComboBox()
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for skill in CONST.SKILL_OPTIONS:
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self.playerCoalitionSkill.addItem(skill)
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self.enemyCoalitionSkill.addItem(skill)
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self.enemyAASkill.addItem(skill)
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self.playerCoalitionSkill.setCurrentIndex(CONST.SKILL_OPTIONS.index(self.game.settings.player_skill))
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self.enemyCoalitionSkill.setCurrentIndex(CONST.SKILL_OPTIONS.index(self.game.settings.enemy_skill))
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self.enemyAASkill.setCurrentIndex(CONST.SKILL_OPTIONS.index(self.game.settings.enemy_vehicle_skill))
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self.player_income = TenthsSpinSlider(
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"Player income multiplier", 1, 50,
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int(self.game.settings.player_income_multiplier * 10))
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self.player_income.spinner.valueChanged.connect(self.applySettings)
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self.enemy_income = TenthsSpinSlider(
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"Enemy income multiplier", 1, 50,
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int(self.game.settings.enemy_income_multiplier * 10))
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self.enemy_income.spinner.valueChanged.connect(self.applySettings)
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self.playerCoalitionSkill.currentIndexChanged.connect(self.applySettings)
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self.enemyCoalitionSkill.currentIndexChanged.connect(self.applySettings)
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self.enemyAASkill.currentIndexChanged.connect(self.applySettings)
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# Mission generation settings related to difficulty
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self.missionSettings = QGroupBox("Mission Difficulty")
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self.missionLayout = QGridLayout()
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self.manpads = QCheckBox()
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self.manpads.setChecked(self.game.settings.manpads)
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self.manpads.toggled.connect(self.applySettings)
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self.noNightMission = QCheckBox()
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self.noNightMission.setChecked(self.game.settings.night_disabled)
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self.noNightMission.toggled.connect(self.applySettings)
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# DCS Mission options
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self.missionRestrictionsSettings = QGroupBox("Mission Restrictions")
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self.missionRestrictionsLayout = QGridLayout()
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self.difficultyLabel = QComboBox()
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[self.difficultyLabel.addItem(t) for t in CONST.LABELS_OPTIONS]
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self.difficultyLabel.setCurrentIndex(CONST.LABELS_OPTIONS.index(self.game.settings.labels))
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self.difficultyLabel.currentIndexChanged.connect(self.applySettings)
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self.mapVisibiitySelection = QComboBox()
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self.mapVisibiitySelection.addItem("All", ForcedOptions.Views.All)
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if self.game.settings.map_coalition_visibility == ForcedOptions.Views.All:
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self.mapVisibiitySelection.setCurrentIndex(0)
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self.mapVisibiitySelection.addItem("Fog of War", ForcedOptions.Views.Allies)
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if self.game.settings.map_coalition_visibility == ForcedOptions.Views.Allies:
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self.mapVisibiitySelection.setCurrentIndex(1)
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self.mapVisibiitySelection.addItem("Allies Only", ForcedOptions.Views.OnlyAllies)
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if self.game.settings.map_coalition_visibility == ForcedOptions.Views.OnlyAllies:
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self.mapVisibiitySelection.setCurrentIndex(2)
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self.mapVisibiitySelection.addItem("Own Aircraft Only", ForcedOptions.Views.MyAircraft)
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if self.game.settings.map_coalition_visibility == ForcedOptions.Views.MyAircraft:
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self.mapVisibiitySelection.setCurrentIndex(3)
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self.mapVisibiitySelection.addItem("Map Only", ForcedOptions.Views.OnlyMap)
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if self.game.settings.map_coalition_visibility == ForcedOptions.Views.OnlyMap:
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self.mapVisibiitySelection.setCurrentIndex(4)
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self.mapVisibiitySelection.currentIndexChanged.connect(self.applySettings)
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self.ext_views = QCheckBox()
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self.ext_views.setChecked(self.game.settings.external_views_allowed)
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self.ext_views.toggled.connect(self.applySettings)
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self.aiDifficultyLayout.addWidget(QLabel("Player coalition skill"), 0, 0)
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self.aiDifficultyLayout.addWidget(self.playerCoalitionSkill, 0, 1, Qt.AlignRight)
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self.aiDifficultyLayout.addWidget(QLabel("Enemy coalition skill"), 1, 0)
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self.aiDifficultyLayout.addWidget(self.enemyCoalitionSkill, 1, 1, Qt.AlignRight)
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self.aiDifficultyLayout.addWidget(QLabel("Enemy AA and vehicles skill"), 2, 0)
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self.aiDifficultyLayout.addWidget(self.enemyAASkill, 2, 1, Qt.AlignRight)
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self.aiDifficultyLayout.addLayout(self.player_income, 3, 0)
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self.aiDifficultyLayout.addLayout(self.enemy_income, 4, 0)
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self.aiDifficultySettings.setLayout(self.aiDifficultyLayout)
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self.difficultyLayout.addWidget(self.aiDifficultySettings)
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self.missionLayout.addWidget(QLabel("Manpads on frontlines"), 0, 0)
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self.missionLayout.addWidget(self.manpads, 0, 1, Qt.AlignRight)
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self.missionLayout.addWidget(QLabel("No night missions"), 1, 0)
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self.missionLayout.addWidget(self.noNightMission, 1, 1, Qt.AlignRight)
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self.missionSettings.setLayout(self.missionLayout)
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self.difficultyLayout.addWidget(self.missionSettings)
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self.missionRestrictionsLayout.addWidget(QLabel("In Game Labels"), 0, 0)
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self.missionRestrictionsLayout.addWidget(self.difficultyLabel, 0, 1, Qt.AlignRight)
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self.missionRestrictionsLayout.addWidget(QLabel("Map visibility options"), 1, 0)
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self.missionRestrictionsLayout.addWidget(self.mapVisibiitySelection, 1, 1, Qt.AlignRight)
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self.missionRestrictionsLayout.addWidget(QLabel("Allow external views"), 2, 0)
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self.missionRestrictionsLayout.addWidget(self.ext_views, 2, 1, Qt.AlignRight)
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self.missionRestrictionsSettings.setLayout(self.missionRestrictionsLayout)
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self.difficultyLayout.addWidget(self.missionRestrictionsSettings)
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def init_campaign_management_layout(self) -> None:
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campaign_layout = QVBoxLayout()
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campaign_layout.setAlignment(Qt.AlignTop)
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self.campaign_management_page.setLayout(campaign_layout)
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automation = QGroupBox("HQ Automation (WORK IN PROGRESS)")
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campaign_layout.addWidget(automation)
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automation_layout = QGridLayout()
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automation.setLayout(automation_layout)
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def set_runway_automation(value: bool) -> None:
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self.game.settings.automate_runway_repair = value
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def set_front_line_automation(value: bool) -> None:
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self.game.settings.automate_front_line_reinforcements = value
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def set_aircraft_automation(value: bool) -> None:
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self.game.settings.automate_aircraft_reinforcements = value
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runway_repair = QCheckBox()
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runway_repair.setChecked(
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self.game.settings.automate_runway_repair)
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runway_repair.toggled.connect(set_runway_automation)
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automation_layout.addWidget(QLabel("Automate runway repairs"), 0, 0)
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automation_layout.addWidget(runway_repair, 0, 1, Qt.AlignRight)
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front_line = QCheckBox()
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front_line.setChecked(
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self.game.settings.automate_front_line_reinforcements)
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front_line.toggled.connect(set_front_line_automation)
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automation_layout.addWidget(
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QLabel("Automate front-line purchases"), 1, 0)
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automation_layout.addWidget(front_line, 1, 1, Qt.AlignRight)
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aircraft = QCheckBox()
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aircraft.setChecked(
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self.game.settings.automate_aircraft_reinforcements)
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aircraft.toggled.connect(set_aircraft_automation)
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automation_layout.addWidget(QLabel("Automate aircraft purchases"), 2, 0)
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automation_layout.addWidget(aircraft, 2, 1, Qt.AlignRight)
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def initGeneratorLayout(self):
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self.generatorPage = QWidget()
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self.generatorLayout = QVBoxLayout()
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self.generatorLayout.setAlignment(Qt.AlignTop)
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self.generatorPage.setLayout(self.generatorLayout)
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self.gameplay = QGroupBox("Gameplay")
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self.gameplayLayout = QGridLayout()
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self.gameplayLayout.setAlignment(Qt.AlignTop)
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self.gameplay.setLayout(self.gameplayLayout)
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self.supercarrier = QCheckBox()
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self.supercarrier.setChecked(self.game.settings.supercarrier)
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self.supercarrier.toggled.connect(self.applySettings)
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self.generate_marks = QCheckBox()
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self.generate_marks.setChecked(self.game.settings.generate_marks)
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self.generate_marks.toggled.connect(self.applySettings)
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self.never_delay_players = QCheckBox()
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self.never_delay_players.setChecked(
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self.game.settings.never_delay_player_flights)
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self.never_delay_players.toggled.connect(self.applySettings)
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self.never_delay_players.setToolTip(
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"When checked, player flights with a delayed start time will be "
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"spawned immediately. AI wingmen may begin startup immediately."
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)
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self.gameplayLayout.addWidget(QLabel("Use Supercarrier Module"), 0, 0)
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self.gameplayLayout.addWidget(self.supercarrier, 0, 1, Qt.AlignRight)
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self.gameplayLayout.addWidget(QLabel("Put Objective Markers on Map"), 1, 0)
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self.gameplayLayout.addWidget(self.generate_marks, 1, 1, Qt.AlignRight)
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self.gameplayLayout.addWidget(
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QLabel("Never delay player flights"), 2, 0)
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self.gameplayLayout.addWidget(self.never_delay_players, 2, 1,
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Qt.AlignRight)
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self.performance = QGroupBox("Performance")
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self.performanceLayout = QGridLayout()
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self.performanceLayout.setAlignment(Qt.AlignTop)
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self.performance.setLayout(self.performanceLayout)
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self.smoke = QCheckBox()
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self.smoke.setChecked(self.game.settings.perf_smoke_gen)
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self.smoke.toggled.connect(self.applySettings)
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self.red_alert = QCheckBox()
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self.red_alert.setChecked(self.game.settings.perf_red_alert_state)
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self.red_alert.toggled.connect(self.applySettings)
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self.arti = QCheckBox()
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self.arti.setChecked(self.game.settings.perf_artillery)
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self.arti.toggled.connect(self.applySettings)
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self.moving_units = QCheckBox()
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self.moving_units.setChecked(self.game.settings.perf_moving_units)
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self.moving_units.toggled.connect(self.applySettings)
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self.infantry = QCheckBox()
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self.infantry.setChecked(self.game.settings.perf_infantry)
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self.infantry.toggled.connect(self.applySettings)
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self.ai_parking_start = QCheckBox()
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self.ai_parking_start.setChecked(self.game.settings.perf_ai_parking_start)
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self.ai_parking_start.toggled.connect(self.applySettings)
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self.destroyed_units = QCheckBox()
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self.destroyed_units.setChecked(self.game.settings.perf_destroyed_units)
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self.destroyed_units.toggled.connect(self.applySettings)
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self.culling = QCheckBox()
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self.culling.setChecked(self.game.settings.perf_culling)
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self.culling.toggled.connect(self.applySettings)
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self.culling_distance = QSpinBox()
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self.culling_distance.setMinimum(50)
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self.culling_distance.setMaximum(10000)
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self.culling_distance.setValue(self.game.settings.perf_culling_distance)
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self.culling_distance.valueChanged.connect(self.applySettings)
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self.culling_do_not_cull_carrier = QCheckBox()
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self.culling_do_not_cull_carrier.setChecked(self.game.settings.perf_do_not_cull_carrier)
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self.culling_do_not_cull_carrier.toggled.connect(self.applySettings)
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self.performanceLayout.addWidget(QLabel("Smoke visual effect on frontline"), 0, 0)
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self.performanceLayout.addWidget(self.smoke, 0, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("SAM starts in RED alert mode"), 1, 0)
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self.performanceLayout.addWidget(self.red_alert, 1, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("Artillery strikes"), 2, 0)
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self.performanceLayout.addWidget(self.arti, 2, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("Moving ground units"), 3, 0)
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self.performanceLayout.addWidget(self.moving_units, 3, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("Generate infantry squads along vehicles"), 4, 0)
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self.performanceLayout.addWidget(self.infantry, 4, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("AI planes parking start (AI starts in flight if disabled)"), 5, 0)
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self.performanceLayout.addWidget(self.ai_parking_start, 5, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("Include destroyed units carcass"), 6, 0)
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self.performanceLayout.addWidget(self.destroyed_units, 6, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QHorizontalSeparationLine(), 7, 0, 1, 2)
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self.performanceLayout.addWidget(QLabel("Culling of distant units enabled"), 8, 0)
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self.performanceLayout.addWidget(self.culling, 8, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("Culling distance (km)"), 9, 0)
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self.performanceLayout.addWidget(self.culling_distance, 9, 1, alignment=Qt.AlignRight)
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self.performanceLayout.addWidget(QLabel("Do not cull carrier's surroundings"), 10, 0)
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self.performanceLayout.addWidget(self.culling_do_not_cull_carrier, 10, 1, alignment=Qt.AlignRight)
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self.generatorLayout.addWidget(self.gameplay)
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self.generatorLayout.addWidget(QLabel("Disabling settings below may improve performance, but will impact the overall quality of the experience."))
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self.generatorLayout.addWidget(self.performance)
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def initCheatLayout(self):
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self.cheatPage = QWidget()
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self.cheatLayout = QVBoxLayout()
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self.cheatPage.setLayout(self.cheatLayout)
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self.cheat_options = CheatSettingsBox(self.game, self.applySettings)
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self.cheatLayout.addWidget(self.cheat_options)
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self.moneyCheatBox = QGroupBox("Money Cheat")
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self.moneyCheatBox.setAlignment(Qt.AlignTop)
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self.moneyCheatBoxLayout = QGridLayout()
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self.moneyCheatBox.setLayout(self.moneyCheatBoxLayout)
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cheats_amounts = [25, 50, 100, 200, 500, 1000, -25, -50, -100, -200]
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for i, amount in enumerate(cheats_amounts):
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if amount > 0:
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btn = QPushButton("Cheat +" + str(amount) + "M")
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btn.setProperty("style", "btn-success")
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else:
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btn = QPushButton("Cheat " + str(amount) + "M")
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btn.setProperty("style", "btn-danger")
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btn.clicked.connect(self.cheatLambda(amount))
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self.moneyCheatBoxLayout.addWidget(btn, i/2, i%2)
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self.cheatLayout.addWidget(self.moneyCheatBox, stretch=1)
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def cheatLambda(self, amount):
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return lambda: self.cheatMoney(amount)
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def cheatMoney(self, amount):
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logging.info("CHEATING FOR AMOUNT : " + str(amount) + "M")
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self.game.budget += amount
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if amount > 0:
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self.game.informations.append(Information("CHEATER", "You are a cheater and you should feel bad", self.game.turn))
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else:
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self.game.informations.append(Information("CHEATER", "You are still a cheater !", self.game.turn))
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GameUpdateSignal.get_instance().updateGame(self.game)
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def applySettings(self):
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self.game.settings.player_skill = CONST.SKILL_OPTIONS[self.playerCoalitionSkill.currentIndex()]
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self.game.settings.enemy_skill = CONST.SKILL_OPTIONS[self.enemyCoalitionSkill.currentIndex()]
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self.game.settings.enemy_vehicle_skill = CONST.SKILL_OPTIONS[self.enemyAASkill.currentIndex()]
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self.game.settings.player_income_multiplier = self.player_income.value
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self.game.settings.enemy_income_multiplier = self.enemy_income.value
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self.game.settings.manpads = self.manpads.isChecked()
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self.game.settings.labels = CONST.LABELS_OPTIONS[self.difficultyLabel.currentIndex()]
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self.game.settings.night_disabled = self.noNightMission.isChecked()
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self.game.settings.map_coalition_visibility = self.mapVisibiitySelection.currentData()
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self.game.settings.external_views_allowed = self.ext_views.isChecked()
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self.game.settings.generate_marks = self.generate_marks.isChecked()
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self.game.settings.never_delay_player_flights = self.never_delay_players.isChecked()
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self.game.settings.supercarrier = self.supercarrier.isChecked()
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self.game.settings.perf_red_alert_state = self.red_alert.isChecked()
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self.game.settings.perf_smoke_gen = self.smoke.isChecked()
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self.game.settings.perf_artillery = self.arti.isChecked()
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self.game.settings.perf_moving_units = self.moving_units.isChecked()
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self.game.settings.perf_infantry = self.infantry.isChecked()
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self.game.settings.perf_ai_parking_start = self.ai_parking_start.isChecked()
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self.game.settings.perf_destroyed_units = self.destroyed_units.isChecked()
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self.game.settings.perf_culling = self.culling.isChecked()
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self.game.settings.perf_culling_distance = int(self.culling_distance.value())
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self.game.settings.perf_do_not_cull_carrier = self.culling_do_not_cull_carrier.isChecked()
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self.game.settings.show_red_ato = self.cheat_options.show_red_ato
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self.game.compute_conflicts_position()
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GameUpdateSignal.get_instance().updateGame(self.game)
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def onSelectionChanged(self):
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index = self.categoryList.selectionModel().currentIndex().row()
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self.right_layout.setCurrentIndex(index) |